* Dearchive using assets metadata rather than assuming everything is a texture

* However, still not actually archiving anything except textures
0.6.0-stable
Justin Clarke Casey 2008-06-04 23:57:27 +00:00
parent ed19c429b1
commit 168f9367cb
3 changed files with 199 additions and 19 deletions

View File

@ -42,6 +42,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
/// </summary>
public static readonly string TEXTURE_EXTENSION = ".jp2";
/// <summary>
/// Path for the assets metadata file
/// </summary>
public static readonly string ASSETS_METADATA_PATH = "assets.xml";
/// <summary>
/// Path for the prims file
/// </summary>

View File

@ -45,8 +45,8 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
private Scene m_scene;
private string m_loadPath;
protected Scene m_scene;
protected string m_loadPath;
public ArchiveReadRequest(Scene scene, string loadPath)
{
@ -59,6 +59,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
protected void DearchiveRegion()
{
TarArchiveReader archive = new TarArchiveReader(m_loadPath);
AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
string serializedPrims = string.Empty;
@ -75,28 +76,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
{
serializedPrims = m_asciiEncoding.GetString(data);
}
else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
{
string xml = m_asciiEncoding.GetString(data);
dearchiver.AddAssetMetadata(xml);
}
else if (filePath.StartsWith(ArchiveConstants.TEXTURES_PATH))
{
// Right now we're nastily obtaining the lluuid from the filename
string rawId = filePath.Remove(0, ArchiveConstants.TEXTURES_PATH.Length);
rawId = rawId.Remove(rawId.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
// Not preserving asset name or description as of yet
AssetBase asset = new AssetBase(new LLUUID(rawId), "imported name");
asset.Description = "imported description";
asset.Type = (sbyte)AssetType.Texture;
asset.InvType = (sbyte)InventoryType.Texture;
asset.Data = data;
m_scene.AssetCache.AddAsset(asset);
dearchiver.AddAssetData(filePath, data);
}
}
m_log.DebugFormat("[ARCHIVER]: Reached end of archive");
m_log.Debug("[ARCHIVER]: Reached end of archive");
archive.Close();

View File

@ -0,0 +1,184 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Xml;
using libsecondlife;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
/// <summary>
/// Dearchives assets
/// </summary>
public class AssetsDearchiver
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
/// <summary>
/// Store for asset data we received before we get the metadata
/// </summary>
protected Dictionary<string, byte[]> m_assetDataAwaitingMetadata = new Dictionary<string, byte[]>();
/// <summary>
/// Asset metadata. Is null if asset metadata isn't yet available.
/// </summary>
protected Dictionary<string, AssetMetadata> m_metadata;
/// <summary>
/// Cache to which dearchived assets will be added
/// </summary>
protected AssetCache m_cache;
public AssetsDearchiver(AssetCache cache)
{
m_cache = cache;
}
/// <summary>
/// Add asset data to the dearchiver
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
public void AddAssetData(string assetFilename, byte[] data)
{
if (null == m_metadata)
{
m_assetDataAwaitingMetadata[assetFilename] = data;
}
else
{
ResolveAssetData(assetFilename, data);
}
}
/// <summary>
/// Add asset metadata xml
/// </summary>
/// <param name="xml"></param>
public void AddAssetMetadata(string xml)
{
m_metadata = new Dictionary<string, AssetMetadata>();
StringReader sr = new StringReader(xml);
XmlTextReader reader = new XmlTextReader(sr);
reader.ReadStartElement("assets");
reader.Read();
m_log.DebugFormat("next node {0}", reader.Name);
while (reader.Name.Equals("asset"))
{
reader.Read();
AssetMetadata metadata = new AssetMetadata();
string filename = reader.ReadElementString("filename");
m_log.DebugFormat("[DEARCHIVER]: Reading node {0}", filename);
metadata.Name = reader.ReadElementString("name");
metadata.Description = reader.ReadElementString("description");
metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
metadata.AssetType = Convert.ToSByte(reader.ReadElementString("inventory-type"));
m_metadata[filename] = metadata;
// Read asset end tag
reader.ReadEndElement();
reader.Read();
}
m_log.DebugFormat("[DEARCHIVER]: Resolved {0} items of asset metadata", m_metadata.Count);
ResolvePendingAssetData();
}
/// <summary>
/// Resolve asset data that we collected before receiving the metadata
/// </summary>
protected void ResolvePendingAssetData()
{
foreach (string filename in m_assetDataAwaitingMetadata.Keys)
{
ResolveAssetData(filename, m_assetDataAwaitingMetadata[filename]);
}
}
/// <summary>
/// Resolve a new piece of asset data against stored metadata
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
protected void ResolveAssetData(string assetPath, byte[] data)
{
// Right now we're nastily obtaining the lluuid from the filename
string filename = assetPath.Remove(0, ArchiveConstants.TEXTURES_PATH.Length);
if (m_metadata.ContainsKey(filename))
{
AssetMetadata metadata = m_metadata[filename];
string rawId = filename.Remove(filename.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
AssetBase asset = new AssetBase(new LLUUID(rawId), metadata.Name);
asset.Description = metadata.Description;
asset.Type = metadata.AssetType;
asset.InvType = metadata.InventoryType;
asset.Data = data;
m_cache.AddAsset(asset);
}
else
{
m_log.ErrorFormat(
"[DEARCHIVER]: Tried to dearchive data with filename {0} without any corresponding metadata",
assetPath);
}
}
/// <summary>
/// Metadata for an asset
/// </summary>
protected struct AssetMetadata
{
public string Name;
public string Description;
public sbyte AssetType;
public sbyte InventoryType;
}
}
}